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Radar does not detect NPCs with waypoints #1899
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We have fixes that we are pushing soon to master to address this |
That's great! Thank you! |
@EricBoiseLGSVL do you have an estimate on when this will happen? I'm working on a project where this feature is very important and I would like to plan around it. |
We are hoping to push changes to master within the next few weeks. |
In light of LG sunsetting SVL, do you still plan to push the fix? If not, can you suggest what is likely causing the problem so I can try to contribute? (I'm not an experienced Unity developer) |
Latest radar sensor.cs
This may help if the sensor changes don't solve the issue. It was the change needed for GT2D detection of add agent in api mode.
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Is it possible that you also changed the I'm getting these errors when I try to compile:
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Yes, since our current repo is ahead of latest release we have quite a few changes in simulator that will be missing. |
Any chance you can share these changes in some branch or here? |
Sorry, with simulator being sunset we will not be pushing any changes. With the current state internally, it will cause too many issues if we share or push latest. |
@pantonante did you manage to send the radar data after all? |
No, I decided to generate the radar from ground truth data outside SVL because it was easier in my project. You can read the code here https://github.com/pantonante/apollo/blob/master/verification/bridge/fake_radar.py |
I see, deleting the isTrigger check at the start of the WhileInRange method also fixes the problem. |
Hi, when running a scenario created with the Visual Scenario Editor containing NPCs following waypoints, the radar does not detect the vehicles.
If I create a scenario with a static vehicle, the radar works fine. The radar works fine also with the Random Traffic template.
I get the same behavior with SVL version 2021.1/2.2/3.
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